Aetheria/Assets/Scripts/ServerShared/EntityConstructionBlueprintMaterializer.cs
2026-06-28 15:23:42 +01:00

204 lines
8.6 KiB
C#

using System;
using System.Linq;
using float2 = Unity.Mathematics.float2;
using float3 = Unity.Mathematics.float3;
using int2 = Unity.Mathematics.int2;
public static class EntityConstructionBlueprintCapture
{
public static EntityConstructionBlueprint Capture(Entity entity)
{
EntityConstructionBlueprint blueprint;
if (entity is OrbitalEntity orbital)
blueprint = new OrbitalEntityConstructionBlueprint
{
OrbitKey = orbital.OrbitKey,
SecurityLevel = orbital.SecurityLevel,
SecurityRadius = orbital.SecurityRadius
};
else if (entity is Ship ship)
blueprint = new ShipConstructionBlueprint
{
Position = AetheriaMath.ToUnity(ship.CultPosition),
Direction = AetheriaMath.ToUnity(ship.CultDirection),
IsPlayerShip = ship.IsPlayerShip
};
else throw new ArgumentException("Attempted to capture an instance of abstract class Entity!");
blueprint.Settings = entity.Settings;
blueprint.Hull = entity.Hull;
blueprint.Name = entity.Name;
blueprint.FactionKey = entity.Faction?.FactionKey ?? "";
blueprint.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
blueprint.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
blueprint.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
blueprint.Children = entity.Children.Select(Capture).ToArray();
blueprint.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray();
return blueprint;
}
}
public static class EntityConstructionBlueprintMaterializer
{
public static Entity InstantiateAuthoritativeFromBlueprint(ItemManager itemManager, Zone zone, EntityConstructionBlueprint blueprint)
{
return BuildFromBlueprint(itemManager, zone, blueprint, false);
}
public static Entity MaterializeObservedFromBlueprint(ItemManager itemManager, Zone zone, EntityConstructionBlueprint blueprint)
{
return BuildFromBlueprint(itemManager, zone, blueprint, true);
}
private static Entity BuildFromBlueprint(ItemManager itemManager, Zone zone, EntityConstructionBlueprint blueprint, bool instantiate)
{
blueprint.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy();
return blueprint switch
{
ShipConstructionBlueprint shipBlueprint => BuildFromBlueprint(itemManager, zone, shipBlueprint, instantiate),
OrbitalEntityConstructionBlueprint orbitalBlueprint => BuildFromBlueprint(itemManager, zone, orbitalBlueprint, instantiate),
_ => null
};
}
private static Ship BuildFromBlueprint(ItemManager itemManager, Zone zone, ShipConstructionBlueprint blueprint, bool instantiate)
{
var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Settings);
Restore(itemManager, zone, blueprint, entity, instantiate);
entity.CultPosition = AetheriaMath.ToCult(blueprint.Position);
entity.CultDirection = AetheriaMath.ToCult(blueprint.Direction);
entity.IsPlayerShip = blueprint.IsPlayerShip;
return entity;
}
private static OrbitalEntity BuildFromBlueprint(ItemManager itemManager, Zone zone, OrbitalEntityConstructionBlueprint blueprint, bool instantiate)
{
var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.OrbitKey, blueprint.Settings);
Restore(itemManager, zone, blueprint, entity, instantiate);
entity.SecurityLevel = blueprint.SecurityLevel;
entity.SecurityRadius = blueprint.SecurityRadius;
if (blueprint.Story >= 0) entity.Story = zone.GalaxyZone.Locations[blueprint.Story];
return entity;
}
private static void Restore(ItemManager itemManager, Zone zone, EntityConstructionBlueprint blueprint, Entity entity, bool instantiate = false)
{
entity.Name = blueprint.Name;
entity.Faction = ResolveFaction(zone?.Galaxy, blueprint);
entity.Children = blueprint.Children.Select(c =>
{
var child = BuildFromBlueprint(itemManager, zone, c, instantiate);
child.Parent = entity;
return child;
}).ToList();
foreach (var (position, item) in blueprint.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in blueprint.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in blueprint.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
for (var i = 0; i < blueprint.DockingBayAssignments.Length; i++)
{
if (blueprint.DockingBayAssignments[i] != -1)
entity.DockingBays[i].DockedShip = entity.Children[blueprint.DockingBayAssignments[i]] as Ship;
}
for (var bayIndex = 0; bayIndex < blueprint.CargoContents.Length; bayIndex++)
if(entity.CargoBays.Count >= bayIndex + 1)
foreach (var (position, item) in blueprint.CargoContents[bayIndex])
entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
for (var bayIndex = 0; bayIndex < blueprint.DockingBayContents.Length; bayIndex++)
if(entity.DockingBays.Count >= bayIndex + 1)
foreach (var (position, item) in blueprint.DockingBayContents[bayIndex])
entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
entity.WeaponGroups = blueprint.WeaponGroups.Select(itemIndices =>
{
var items = itemIndices.Select(i => entity.Equipment[i]);
return (items.Select(i => i.GetBehavior<Weapon>()).ToList(), items.ToList());
}).ToArray();
}
private static Faction ResolveFaction(Galaxy galaxy, EntityConstructionBlueprint blueprint)
{
return galaxy == null
? null
: galaxy.ResolveFactionByKey(blueprint.FactionKey);
}
}
public class ShipConstructionBlueprint : EntityConstructionBlueprint
{
public float3 Position;
public float2 Direction;
public bool IsPlayerShip;
}
public class OrbitalEntityConstructionBlueprint : EntityConstructionBlueprint
{
public string OrbitKey = "";
public int Story = -1;
public SecurityLevel SecurityLevel;
public float SecurityRadius;
}
public abstract class EntityConstructionBlueprint
{
public string Name;
public EquippableItem Hull;
public (int2 position, EquippableItem item)[] Equipment;
public (int2 position, EquippableItem item)[] CargoBays;
public (int2 position, EquippableItem item)[] DockingBays;
public int[] DockingBayAssignments;
public (int2 position, ItemInstance item)[][] CargoContents;
public (int2 position, ItemInstance item)[][] DockingBayContents;
public EntityConstructionBlueprint[] Children;
public EntitySettings Settings;
public string FactionKey;
public int[][] WeaponGroups;
private int _price;
public int Price(ItemManager itemManager)
{
if (_price != 0) return _price;
_price = itemManager.GetPrice(Hull);
foreach (var (_, item) in Equipment)
{
_price += itemManager.GetPrice(item);
}
foreach (var (_, item) in CargoBays)
{
_price += itemManager.GetPrice(item);
}
foreach (var (_, item) in DockingBays)
{
_price += itemManager.GetPrice(item);
}
foreach (var t in CargoContents)
{
foreach (var (_, item) in t)
{
_price += itemManager.GetPrice(item);
}
}
foreach (var t in DockingBayContents)
{
foreach (var (_, item) in t)
{
_price += itemManager.GetPrice(item);
}
}
return _price;
}
}